all repos — mgba @ 66345e9b7eb2d854494aa61bc01f40c51765714a

mGBA Game Boy Advance Emulator

src/platform/qt/GBAKeyEditor.cpp (view raw)

  1/* Copyright (c) 2013-2014 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "GBAKeyEditor.h"
  7
  8#include <QComboBox>
  9#include <QHBoxLayout>
 10#include <QPaintEvent>
 11#include <QPainter>
 12#include <QPushButton>
 13#include <QVBoxLayout>
 14
 15#include "InputController.h"
 16#include "KeyEditor.h"
 17
 18#ifdef BUILD_SDL
 19extern "C" {
 20#include "platform/sdl/sdl-events.h"
 21}
 22#endif
 23
 24using namespace QGBA;
 25
 26const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
 27const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.432;
 28const qreal GBAKeyEditor::DPAD_WIDTH = 0.12;
 29const qreal GBAKeyEditor::DPAD_HEIGHT = 0.12;
 30
 31GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
 32	: QWidget(parent)
 33	, m_profileSelect(nullptr)
 34	, m_clear(nullptr)
 35	, m_type(type)
 36	, m_profile(profile)
 37	, m_controller(controller)
 38{
 39	setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
 40	setMinimumSize(300, 300);
 41
 42	const mInputMap* map = controller->map();
 43	controller->stealFocus(this);
 44
 45	m_keyDU = new KeyEditor(this);
 46	m_keyDD = new KeyEditor(this);
 47	m_keyDL = new KeyEditor(this);
 48	m_keyDR = new KeyEditor(this);
 49	m_keySelect = new KeyEditor(this);
 50	m_keyStart = new KeyEditor(this);
 51	m_keyA = new KeyEditor(this);
 52	m_keyB = new KeyEditor(this);
 53	m_keyL = new KeyEditor(this);
 54	m_keyR = new KeyEditor(this);
 55
 56	refresh();
 57
 58#ifdef BUILD_SDL
 59	if (type == SDL_BINDING_BUTTON) {
 60		m_profileSelect = new QComboBox(this);
 61		connect(m_profileSelect, SIGNAL(currentIndexChanged(int)), this, SLOT(selectGamepad(int)));
 62
 63		updateJoysticks();
 64
 65		m_clear = new QWidget(this);
 66		QHBoxLayout* layout = new QHBoxLayout;
 67		m_clear->setLayout(layout);
 68		layout->setSpacing(6);
 69
 70		QPushButton* clearButton = new QPushButton(tr("Clear Button"));
 71		layout->addWidget(clearButton);
 72		connect(clearButton, &QAbstractButton::pressed, [this]() {
 73			if (!findFocus()) {
 74				return;
 75			}
 76			bool signalsBlocked = (*m_currentKey)->blockSignals(true);
 77			(*m_currentKey)->clearButton();
 78			(*m_currentKey)->blockSignals(signalsBlocked);
 79		});
 80
 81		QPushButton* clearAxis = new QPushButton(tr("Clear Analog"));
 82		layout->addWidget(clearAxis);
 83		connect(clearAxis, &QAbstractButton::pressed, [this]() {
 84			if (!findFocus()) {
 85				return;
 86			}
 87			bool signalsBlocked = (*m_currentKey)->blockSignals(true);
 88			(*m_currentKey)->clearAxis();
 89			(*m_currentKey)->blockSignals(signalsBlocked);
 90		});
 91
 92		QPushButton* updateJoysticksButton = new QPushButton(tr("Refresh"));
 93		layout->addWidget(updateJoysticksButton);
 94		connect(updateJoysticksButton, SIGNAL(pressed()), this, SLOT(updateJoysticks()));
 95	}
 96#endif
 97
 98	m_buttons = new QWidget(this);
 99	QVBoxLayout* layout = new QVBoxLayout;
100	m_buttons->setLayout(layout);
101
102	QPushButton* setAll = new QPushButton(tr("Set all"));
103	connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
104	layout->addWidget(setAll);
105
106	layout->setSpacing(6);
107
108	m_keyOrder = QList<KeyEditor*>{
109		m_keyDU,
110		m_keyDR,
111		m_keyDD,
112		m_keyDL,
113		m_keyA,
114		m_keyB,
115		m_keySelect,
116		m_keyStart,
117		m_keyL,
118		m_keyR
119	};
120
121	for (auto& key : m_keyOrder) {
122		connect(key, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
123		connect(key, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
124		key->installEventFilter(this);
125	}
126
127	m_currentKey = m_keyOrder.end();
128
129	m_background.load(":/res/keymap.qpic");
130
131	setAll->setFocus();
132}
133
134GBAKeyEditor::~GBAKeyEditor() {
135	m_controller->releaseFocus(this);
136}
137
138void GBAKeyEditor::setAll() {
139	m_currentKey = m_keyOrder.begin();
140	(*m_currentKey)->setFocus();
141}
142
143void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
144	setLocation(m_buttons, 0.5, 0.2);
145	setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
146	setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
147	setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
148	setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
149	setLocation(m_keySelect, 0.415, 0.93);
150	setLocation(m_keyStart, 0.585, 0.93);
151	setLocation(m_keyA, 0.826, 0.475);
152	setLocation(m_keyB, 0.667, 0.514);
153	setLocation(m_keyL, 0.1, 0.1);
154	setLocation(m_keyR, 0.9, 0.1);
155
156	if (m_profileSelect) {
157		setLocation(m_profileSelect, 0.5, 0.67);
158	}
159
160	if (m_clear) {
161		setLocation(m_clear, 0.5, 0.77);
162	}
163}
164
165void GBAKeyEditor::paintEvent(QPaintEvent* event) {
166	QPainter painter(this);
167	painter.scale(width() / 480.0, height() / 480.0);
168	painter.drawPicture(0, 0, m_background);
169}
170
171void GBAKeyEditor::closeEvent(QCloseEvent*) {
172	m_controller->releaseFocus(this);
173}
174
175bool GBAKeyEditor::event(QEvent* event) {
176	QEvent::Type type = event->type();
177	if (type == QEvent::WindowActivate || type == QEvent::Show) {
178		m_controller->stealFocus(this);
179	} else if (type == QEvent::WindowDeactivate || type == QEvent::Hide) {
180		m_controller->releaseFocus(this);
181	}
182	return QWidget::event(event);
183}
184
185bool GBAKeyEditor::eventFilter(QObject* obj, QEvent* event) {
186	if (event->type() != QEvent::FocusIn) {
187		return false;
188	}
189	findFocus(static_cast<KeyEditor*>(obj));
190	return true;
191}
192
193void GBAKeyEditor::setNext() {
194	if (m_currentKey == m_keyOrder.end()) {
195		return;
196	}
197
198	++m_currentKey;
199	if (m_currentKey != m_keyOrder.end()) {
200		(*m_currentKey)->setFocus();
201	} else {
202		(*(m_currentKey - 1))->clearFocus();
203	}
204}
205
206void GBAKeyEditor::save() {
207#ifdef BUILD_SDL
208	m_controller->unbindAllAxes(m_type);
209#endif
210
211	bindKey(m_keyDU, GBA_KEY_UP);
212	bindKey(m_keyDD, GBA_KEY_DOWN);
213	bindKey(m_keyDL, GBA_KEY_LEFT);
214	bindKey(m_keyDR, GBA_KEY_RIGHT);
215	bindKey(m_keySelect, GBA_KEY_SELECT);
216	bindKey(m_keyStart, GBA_KEY_START);
217	bindKey(m_keyA, GBA_KEY_A);
218	bindKey(m_keyB, GBA_KEY_B);
219	bindKey(m_keyL, GBA_KEY_L);
220	bindKey(m_keyR, GBA_KEY_R);
221	m_controller->saveConfiguration(m_type);
222
223#ifdef BUILD_SDL
224	if (m_profileSelect) {
225		m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
226	}
227#endif
228
229	if (!m_profile.isNull()) {
230		m_controller->saveProfile(m_type, m_profile);
231	}
232}
233
234void GBAKeyEditor::refresh() {
235	const mInputMap* map = m_controller->map();
236	lookupBinding(map, m_keyDU, GBA_KEY_UP);
237	lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
238	lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
239	lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
240	lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
241	lookupBinding(map, m_keyStart, GBA_KEY_START);
242	lookupBinding(map, m_keyA, GBA_KEY_A);
243	lookupBinding(map, m_keyB, GBA_KEY_B);
244	lookupBinding(map, m_keyL, GBA_KEY_L);
245	lookupBinding(map, m_keyR, GBA_KEY_R);
246}
247
248void GBAKeyEditor::lookupBinding(const mInputMap* map, KeyEditor* keyEditor, GBAKey key) {
249#ifdef BUILD_SDL
250	if (m_type == SDL_BINDING_BUTTON) {
251		int value = mInputQueryBinding(map, m_type, key);
252		keyEditor->setValueButton(value);
253		return;
254	}
255#endif
256	keyEditor->setValueKey(mInputQueryBinding(map, m_type, key));
257}
258
259#ifdef BUILD_SDL
260void GBAKeyEditor::lookupAxes(const mInputMap* map) {
261	mInputEnumerateAxes(map, m_type, [](int axis, const mInputAxis* description, void* user) {
262		GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
263		if (description->highDirection != GBA_KEY_NONE) {
264			KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->highDirection));
265			if (key) {
266				key->setValueAxis(axis, description->deadHigh);
267			}
268		}
269		if (description->lowDirection != GBA_KEY_NONE) {
270			KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->lowDirection));
271			if (key) {
272				key->setValueAxis(axis, description->deadLow);
273			}
274		}
275	}, this);
276}
277#endif
278
279void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
280#ifdef BUILD_SDL
281	if (m_type == SDL_BINDING_BUTTON && keyEditor->axis() >= 0) {
282		m_controller->bindAxis(m_type, keyEditor->axis(), keyEditor->direction(), key);
283	}
284#endif
285	m_controller->bindKey(m_type, keyEditor->value(), key);
286}
287
288bool GBAKeyEditor::findFocus(KeyEditor* needle) {
289	if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
290		return true;
291	}
292
293	for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
294		if ((*key)->hasFocus() || needle == *key) {
295			m_currentKey = key;
296			return true;
297		}
298	}
299	return m_currentKey != m_keyOrder.end();
300}
301
302#ifdef BUILD_SDL
303void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
304	if (!findFocus()) {
305		return;
306	}
307	KeyEditor* focused = *m_currentKey;
308	focused->setValueAxis(axis, value);
309}
310
311void GBAKeyEditor::selectGamepad(int index) {
312	m_controller->setGamepad(m_type, index);
313	m_profile = m_profileSelect->currentText();
314	m_controller->loadProfile(m_type, m_profile);
315	refresh();
316}
317#endif
318
319KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
320	switch (key) {
321	case GBA_KEY_UP:
322		return m_keyDU;
323	case GBA_KEY_DOWN:
324		return m_keyDD;
325	case GBA_KEY_LEFT:
326		return m_keyDL;
327	case GBA_KEY_RIGHT:
328		return m_keyDR;
329	case GBA_KEY_A:
330		return m_keyA;
331	case GBA_KEY_B:
332		return m_keyB;
333	case GBA_KEY_L:
334		return m_keyL;
335	case GBA_KEY_R:
336		return m_keyR;
337	case GBA_KEY_SELECT:
338		return m_keySelect;
339	case GBA_KEY_START:
340		return m_keyStart;
341	default:
342		break;
343	}
344	return nullptr;
345}
346
347void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
348	QSize s = size();
349	QSize hint = widget->sizeHint();
350	widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
351	                    hint.height());
352}
353
354#ifdef BUILD_SDL
355void GBAKeyEditor::updateJoysticks() {
356	m_controller->updateJoysticks();
357	m_controller->recalibrateAxes();
358
359	m_profileSelect->clear();
360	m_profileSelect->addItems(m_controller->connectedGamepads(m_type));
361	int activeGamepad = m_controller->gamepad(m_type);
362	selectGamepad(activeGamepad);
363	if (activeGamepad > 0) {
364		m_profileSelect->setCurrentIndex(activeGamepad);
365	}
366	lookupAxes(m_controller->map());
367}
368#endif